Difference between revisions of "Sight"

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(Created page with "{{Stat | default base value = 1 | to string style = PercentZero | description = How well a creature can see. }}")
 
(Corrected "equivalent of +6 levels in shooting" to "equivalent of +12 levels in shooting". Each levels gives 1 bonus stat and the formula for capacityoffset is (efficiency - 1)*scale.)
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| description = How well a creature can see.
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| description = How well a character can see.
 
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'''Sight''' affects most colonist stats (with varying impact).  Sight is capped at 100% for many skills, but some combat and medical skills are uncapped.  For example, replacing a standard human pawn's eyes with a pair of archotech eyes boosts:
 +
* Shooting accuracy: 12x impact, 200% max => pawn gains the equivalent of +12 levels in shooting
 +
* Melee dodge change: 8x impact, 140% max => pawn gains the equivalent of +3.2 levels in melee
 +
* Cooking speed: 4x impact, 150% max => pawn gains the equivalent of +2 levels in cooking
 +
* Medical tend quality: 70% impact, 140% max => pawn gains ???
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* Medical tend speed: 80% impact, 130% max => pawn gains ???
 +
* Research speed: 50% impact, 110% max => pawn gains ???
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{{#ask: [[Sight Importance::+]]
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| ?Sight Importance# = Weight
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| ?Sight Limit# = Max
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| ?description
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| format = broadtable
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| limit  = 100
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| mainlabel = Stat
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| sort = Sight Importance
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| order = desc
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}}
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<noinclude>[[Category:Capacity]]</noinclude>

Revision as of 13:43, 7 May 2020

Sight is a stat: How well a character can see.

Sight affects most colonist stats (with varying impact). Sight is capped at 100% for many skills, but some combat and medical skills are uncapped. For example, replacing a standard human pawn's eyes with a pair of archotech eyes boosts:

  • Shooting accuracy: 12x impact, 200% max => pawn gains the equivalent of +12 levels in shooting
  • Melee dodge change: 8x impact, 140% max => pawn gains the equivalent of +3.2 levels in melee
  • Cooking speed: 4x impact, 150% max => pawn gains the equivalent of +2 levels in cooking
  • Medical tend quality: 70% impact, 140% max => pawn gains ???
  • Medical tend speed: 80% impact, 130% max => pawn gains ???
  • Research speed: 50% impact, 110% max => pawn gains ???


StatWeightMaxDescription
Melee Hit Chance121.5Chance to hit a target in melee. The target can still dodge even if we would've hit.
Shooting Accuracy122Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.
Melee Dodge Chance81.4Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
Cooking Speed41.5The speed at which this person cooks meals.
Medical Surgery Success Chance11The likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation.
Foraged Food Amount0.9-The amount of nutrition this person will automatically forage per day while traveling by caravan.
Medical Tend Speed0.81Speed at which the character tends to wounds and illnesses.
Medical Tend Quality0.71.4The base quality of tending given when tending wounds and illnesses.

Final Tend Quality:

( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


Higher tend quality will speed the recovery from injury.
Medical Operation Speed0.71The speed at which the character performs medical operations.
Drug Synthesis Speed0.61How fast this character synthesizes complex chemical drugs.
Hacking Speed0.51.1How fast this person can hack into computer terminals.
Deep Drilling Speed0.51A speed at which this person uses a deep drill to extract underground resources.
Animal Gather Speed0.51The speed at which this person milks, shears, and otherwise gathers resources from animals.
General Labor Speed0.51The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production.
Research Speed0.51.1How fast this person performs research and how quickly they can find things using scanning equipment.
Mining Speed0.51A speed at which this person mines away walls.
Mechanoid Shredding Speed0.41The speed at which this person can shred a mechanoid for resources.
Mechanoid Shredding Efficiency0.41The amount of materials yielded when this person shreds a dead mechanoid for resources.
The actual amount is also related to the mechanoid's size.
Butchery Efficiency0.41The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.
Butchery Speed0.41Speed at which this person butchers flesh creatures.
Smelting Speed0.31The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill.
Drug Cooking Speed0.31The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.
Plant Work Speed0.31Speed at which this person sows and harvests plants.
Smoothing Speed0.31A multiplier on the speed at which this person smooths rough stone floors and walls.
Repair Success Chance0.21The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage.
Construct Success Chance0.21The chance that this person will succeed in constructing something. Failing means wasting time and resources.
Animal Gather Yield0.21The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product.
Plant Harvest Yield0.21The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.
Construction Speed0.21Speed at which this person constructs and repairs buildings.
Mining Yield0.21The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.
Mortar Miss Radius Multiplier-11A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.